X-Git-Url: http://www.chiark.greenend.org.uk/ucgi/~ian/git?a=blobdiff_plain;f=pattern.c;h=10621d1f0d45bd462640ac66780f33ba202a0b76;hb=3234912f921916a1b8da164fd61dc75579358577;hp=3d5c11f7cc11616d2df8d867e3aeb439cbbc445b;hpb=e33a57b703f11de067a400505e2425de3a0b5f9e;p=sgt-puzzles.git diff --git a/pattern.c b/pattern.c index 3d5c11f..10621d1 100644 --- a/pattern.c +++ b/pattern.c @@ -15,8 +15,11 @@ enum { COL_BACKGROUND, COL_EMPTY, COL_FULL, + COL_TEXT, COL_UNKNOWN, COL_GRID, + COL_CURSOR, + COL_ERROR, NCOLOURS }; @@ -94,7 +97,7 @@ static void free_params(game_params *params) sfree(params); } -static game_params *dup_params(game_params *params) +static game_params *dup_params(const game_params *params) { game_params *ret = snew(game_params); *ret = *params; /* structure copy */ @@ -116,7 +119,7 @@ static void decode_params(game_params *ret, char const *string) } } -static char *encode_params(game_params *params, int full) +static char *encode_params(const game_params *params, int full) { char ret[400]; int len; @@ -128,7 +131,7 @@ static char *encode_params(game_params *params, int full) return dupstr(ret); } -static config_item *game_configure(game_params *params) +static config_item *game_configure(const game_params *params) { config_item *ret; char buf[80]; @@ -155,7 +158,7 @@ static config_item *game_configure(game_params *params) return ret; } -static game_params *custom_params(config_item *cfg) +static game_params *custom_params(const config_item *cfg) { game_params *ret = snew(game_params); @@ -165,7 +168,7 @@ static game_params *custom_params(config_item *cfg) return ret; } -static char *validate_params(game_params *params, int full) +static char *validate_params(const game_params *params, int full) { if (params->w <= 0 || params->h <= 0) return "Width and height must both be greater than zero"; @@ -337,67 +340,280 @@ static int compute_rowdata(int *ret, unsigned char *start, int len, int step) #define DOT 2 #define STILL_UNKNOWN 3 -static void do_recurse(unsigned char *known, unsigned char *deduced, - unsigned char *row, int *data, int len, +#ifdef STANDALONE_SOLVER +int verbose = FALSE; +#endif + +static int do_recurse(unsigned char *known, unsigned char *deduced, + unsigned char *row, + unsigned char *minpos_done, unsigned char *maxpos_done, + unsigned char *minpos_ok, unsigned char *maxpos_ok, + int *data, int len, int freespace, int ndone, int lowest) { int i, j, k; + + /* This algorithm basically tries all possible ways the given rows of + * black blocks can be laid out in the row/column being examined. + * Special care is taken to avoid checking the tail of a row/column + * if the same conditions have already been checked during this recursion + * The algorithm also takes care to cut its losses as soon as an + * invalid (partial) solution is detected. + */ if (data[ndone]) { + if (lowest >= minpos_done[ndone] && lowest <= maxpos_done[ndone]) { + if (lowest >= minpos_ok[ndone] && lowest <= maxpos_ok[ndone]) { + for (i=0; i= minpos_ok[ndone] && lowest <= maxpos_ok[ndone]; + } else { + if (lowest < minpos_done[ndone]) minpos_done[ndone] = lowest; + if (lowest > maxpos_done[ndone]) maxpos_done[ndone] = lowest; + } for (i=0; i<=freespace; i++) { j = lowest; - for (k=0; k maxpos_ok[ndone]) maxpos_ok[ndone] = lowest + i; + if (lowest + i > maxpos_done[ndone]) maxpos_done[ndone] = lowest + i; + } + next_iter: + j++; } + return lowest >= minpos_ok[ndone] && lowest <= maxpos_ok[ndone]; } else { - for (i=lowest; i= 0 && known[i] == DOT; i--) + freespace--; + + do_recurse(known, deduced, row, minpos_done, maxpos_done, minpos_ok, maxpos_ok, data, len, freespace, 0, 0); - do_recurse(known, deduced, row, data, len, freespace, 0, 0); done_any = FALSE; for (i=0; i "); + for (i = 0; i < len; i++) + putchar(start[i*step] == BLOCK ? '#' : + start[i*step] == DOT ? '.' : '?'); + putchar('\n'); + } +#endif return done_any; } +static int solve_puzzle(const game_state *state, unsigned char *grid, + int w, int h, + unsigned char *matrix, unsigned char *workspace, + unsigned int *changed_h, unsigned int *changed_w, + int *rowdata +#ifdef STANDALONE_SOLVER + , int cluewid +#else + , int dummy +#endif + ) +{ + int i, j, ok, max; + int max_h, max_w; + + assert((state!=NULL) ^ (grid!=NULL)); + + max = max(w, h); + + memset(matrix, 0, w*h); + + /* For each column, compute how many squares can be deduced + * from just the row-data. + * Later, changed_* will hold how many squares were changed + * in every row/column in the previous iteration + * Changed_* is used to choose the next rows / cols to re-examine + */ + for (i=0; irowdata + state->rowsize*(w+i), max*sizeof(int)); + rowdata[state->rowlen[w+i]] = 0; + } else { + rowdata[compute_rowdata(rowdata, grid+i*w, w, 1)] = 0; + } + for (j=0, freespace=w+1; rowdata[j]; j++) freespace -= rowdata[j] + 1; + for (j=0, changed_h[i]=0; rowdata[j]; j++) + if (rowdata[j] > freespace) + changed_h[i] += rowdata[j] - freespace; + } + for (i=0,max_h=0; i max_h) + max_h = changed_h[i]; + for (i=0; irowdata + state->rowsize*i, max*sizeof(int)); + rowdata[state->rowlen[i]] = 0; + } else { + rowdata[compute_rowdata(rowdata, grid+i, h, w)] = 0; + } + for (j=0, freespace=h+1; rowdata[j]; j++) freespace -= rowdata[j] + 1; + for (j=0, changed_w[i]=0; rowdata[j]; j++) + if (rowdata[j] > freespace) + changed_w[i] += rowdata[j] - freespace; + } + for (i=0,max_w=0; i max_w) + max_w = changed_w[i]; + + /* Solve the puzzle. + * Process rows/columns individually. Deductions involving more than one + * row and/or column at a time are not supported. + * Take care to only process rows/columns which have been changed since they + * were previously processed. + * Also, prioritize rows/columns which have had the most changes since their + * previous processing, as they promise the greatest benefit. + * Extremely rectangular grids (e.g. 10x20, 15x40, etc.) are not treated specially. + */ + do { + for (; max_h && max_h >= max_w; max_h--) { + for (i=0; i= max_h) { + if (state) { + memcpy(rowdata, state->rowdata + state->rowsize*(w+i), max*sizeof(int)); + rowdata[state->rowlen[w+i]] = 0; + } else { + rowdata[compute_rowdata(rowdata, grid+i*w, w, 1)] = 0; + } + do_row(workspace, workspace+max, workspace+2*max, + workspace+3*max, workspace+4*max, + workspace+5*max, workspace+6*max, + matrix+i*w, w, 1, rowdata, changed_w +#ifdef STANDALONE_SOLVER + , "row", i+1, cluewid +#endif + ); + changed_h[i] = 0; + } + } + for (i=0,max_w=0; i max_w) + max_w = changed_w[i]; + } + for (; max_w && max_w >= max_h; max_w--) { + for (i=0; i= max_w) { + if (state) { + memcpy(rowdata, state->rowdata + state->rowsize*i, max*sizeof(int)); + rowdata[state->rowlen[i]] = 0; + } else { + rowdata[compute_rowdata(rowdata, grid+i, h, w)] = 0; + } + do_row(workspace, workspace+max, workspace+2*max, + workspace+3*max, workspace+4*max, + workspace+5*max, workspace+6*max, + matrix+i, h, w, rowdata, changed_h +#ifdef STANDALONE_SOLVER + , "col", i+1, cluewid +#endif + ); + changed_w[i] = 0; + } + } + for (i=0,max_h=0; i max_h) + max_h = changed_h[i]; + } + } while (max_h>0 || max_w>0); + + ok = TRUE; + for (i=0; iw + params->h; i++) { if (i < params->w) @@ -567,7 +764,7 @@ static char *validate_desc(game_params *params, char *desc) if (*desc && isdigit((unsigned char)*desc)) { do { p = desc; - while (desc && isdigit((unsigned char)*desc)) desc++; + while (*desc && isdigit((unsigned char)*desc)) desc++; n = atoi(p); rowspace -= n+1; @@ -595,10 +792,11 @@ static char *validate_desc(game_params *params, char *desc) return NULL; } -static game_state *new_game(midend_data *me, game_params *params, char *desc) +static game_state *new_game(midend *me, const game_params *params, + const char *desc) { int i; - char *p; + const char *p; game_state *state = snew(game_state); state->w = params->w; @@ -618,7 +816,7 @@ static game_state *new_game(midend_data *me, game_params *params, char *desc) if (*desc && isdigit((unsigned char)*desc)) { do { p = desc; - while (desc && isdigit((unsigned char)*desc)) desc++; + while (*desc && isdigit((unsigned char)*desc)) desc++; state->rowdata[state->rowsize * i + state->rowlen[i]++] = atoi(p); } while (*desc++ == '.'); @@ -630,7 +828,7 @@ static game_state *new_game(midend_data *me, game_params *params, char *desc) return state; } -static game_state *dup_game(game_state *state) +static game_state *dup_game(const game_state *state) { game_state *ret = snew(game_state); @@ -662,15 +860,16 @@ static void free_game(game_state *state) sfree(state); } -static char *solve_game(game_state *state, game_state *currstate, - char *ai, char **error) +static char *solve_game(const game_state *state, const game_state *currstate, + const char *ai, char **error) { unsigned char *matrix; int w = state->w, h = state->h; int i; char *ret; - int done_any, max; + int max, ok; unsigned char *workspace; + unsigned int *changed_h, *changed_w; int *rowdata; /* @@ -679,39 +878,25 @@ static char *solve_game(game_state *state, game_state *currstate, if (ai) return dupstr(ai); - matrix = snewn(w*h, unsigned char); max = max(w, h); - workspace = snewn(max*3, unsigned char); + matrix = snewn(w*h, unsigned char); + workspace = snewn(max*7, unsigned char); + changed_h = snewn(max+1, unsigned int); + changed_w = snewn(max+1, unsigned int); rowdata = snewn(max+1, int); - memset(matrix, 0, w*h); - - do { - done_any = 0; - for (i=0; irowdata + state->rowsize*(w+i), - max*sizeof(int)); - rowdata[state->rowlen[w+i]] = 0; - done_any |= do_row(workspace, workspace+max, workspace+2*max, - matrix+i*w, w, 1, rowdata); - } - for (i=0; irowdata + state->rowsize*i, max*sizeof(int)); - rowdata[state->rowlen[i]] = 0; - done_any |= do_row(workspace, workspace+max, workspace+2*max, - matrix+i, h, w, rowdata); - } - } while (done_any); + ok = solve_puzzle(state, NULL, w, h, matrix, workspace, + changed_h, changed_w, rowdata, 0); sfree(workspace); + sfree(changed_h); + sfree(changed_w); sfree(rowdata); - for (i = 0; i < w*h; i++) { - if (matrix[i] != BLOCK && matrix[i] != DOT) { - sfree(matrix); - *error = "Solving algorithm cannot complete this puzzle"; - return NULL; - } + if (!ok) { + sfree(matrix); + *error = "Solving algorithm cannot complete this puzzle"; + return NULL; } ret = snewn(w*h+2, char); @@ -727,9 +912,96 @@ static char *solve_game(game_state *state, game_state *currstate, return ret; } -static char *game_text_format(game_state *state) +static int game_can_format_as_text_now(const game_params *params) { - return NULL; + return TRUE; +} + +static char *game_text_format(const game_state *state) +{ + int w = state->w, h = state->h, i, j; + int left_gap = 0, top_gap = 0, ch = 2, cw = 1, limit = 1; + + int len, topleft, lw, lh, gw, gh; /* {line,grid}_{width,height} */ + char *board, *buf; + + for (i = 0; i < w; ++i) { + top_gap = max(top_gap, state->rowlen[i]); + for (j = 0; j < state->rowlen[i]; ++j) + while (state->rowdata[i*state->rowsize + j] >= limit) { + ++cw; + limit *= 10; + } + } + for (i = 0; i < h; ++i) { + int rowlen = 0, predecessors = FALSE; + for (j = 0; j < state->rowlen[i+w]; ++j) { + int copy = state->rowdata[(i+w)*state->rowsize + j]; + rowlen += predecessors; + predecessors = TRUE; + do ++rowlen; while (copy /= 10); + } + left_gap = max(left_gap, rowlen); + } + + cw = max(cw, 3); + + gw = w*cw + 2; + gh = h*ch + 1; + lw = gw + left_gap; + lh = gh + top_gap; + len = lw * lh; + topleft = lw * top_gap + left_gap; + + board = snewn(len + 1, char); + sprintf(board, "%*s\n", len - 2, ""); + + for (i = 0; i < lh; ++i) { + board[lw - 1 + i*lw] = '\n'; + if (i < top_gap) continue; + board[lw - 2 + i*lw] = ((i - top_gap) % ch ? '|' : '+'); + } + + for (i = 0; i < w; ++i) { + for (j = 0; j < state->rowlen[i]; ++j) { + int cell = topleft + i*cw + 1 + lw*(j - state->rowlen[i]); + int nch = sprintf(board + cell, "%*d", cw - 1, + state->rowdata[i*state->rowsize + j]); + board[cell + nch] = ' '; /* de-NUL-ify */ + } + } + + buf = snewn(left_gap, char); + for (i = 0; i < h; ++i) { + char *p = buf, *start = board + top_gap*lw + left_gap + (i*ch+1)*lw; + for (j = 0; j < state->rowlen[i+w]; ++j) { + if (p > buf) *p++ = ' '; + p += sprintf(p, "%d", state->rowdata[(i+w)*state->rowsize + j]); + } + memcpy(start - (p - buf), buf, p - buf); + } + + for (i = 0; i < w; ++i) { + for (j = 0; j < h; ++j) { + int cell = topleft + i*cw + j*ch*lw; + int center = cell + cw/2 + (ch/2)*lw; + int dx, dy; + board[cell] = 0 ? center : '+'; + for (dx = 1; dx < cw; ++dx) board[cell + dx] = '-'; + for (dy = 1; dy < ch; ++dy) board[cell + dy*lw] = '|'; + if (state->grid[i*w+j] == GRID_UNKNOWN) continue; + for (dx = 1; dx < cw; ++dx) + for (dy = 1; dy < ch; ++dy) + board[cell + dx + dy*lw] = + state->grid[i*w+j] == GRID_FULL ? '#' : '.'; + } + } + + memcpy(board + topleft + h*ch*lw, board + topleft, gw - 1); + + sfree(buf); + + return board; } struct game_ui { @@ -739,14 +1011,16 @@ struct game_ui { int drag_end_x; int drag_end_y; int drag, release, state; + int cur_x, cur_y, cur_visible; }; -static game_ui *new_ui(game_state *state) +static game_ui *new_ui(const game_state *state) { game_ui *ret; ret = snew(game_ui); ret->dragging = FALSE; + ret->cur_x = ret->cur_y = ret->cur_visible = 0; return ret; } @@ -756,17 +1030,17 @@ static void free_ui(game_ui *ui) sfree(ui); } -static char *encode_ui(game_ui *ui) +static char *encode_ui(const game_ui *ui) { return NULL; } -static void decode_ui(game_ui *ui, char *encoding) +static void decode_ui(game_ui *ui, const char *encoding) { } -static void game_changed_state(game_ui *ui, game_state *oldstate, - game_state *newstate) +static void game_changed_state(game_ui *ui, const game_state *oldstate, + const game_state *newstate) { } @@ -774,12 +1048,15 @@ struct game_drawstate { int started; int w, h; int tilesize; - unsigned char *visible; + unsigned char *visible, *numcolours; + int cur_x, cur_y; }; -static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, - int x, int y, int button) +static char *interpret_move(const game_state *state, game_ui *ui, + const game_drawstate *ds, + int x, int y, int button) { + int control = button & MOD_CTRL, shift = button & MOD_SHFT; button &= ~MOD_MASK; x = FROMCOORD(state->w, x); @@ -788,17 +1065,28 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, if (x >= 0 && x < state->w && y >= 0 && y < state->h && (button == LEFT_BUTTON || button == RIGHT_BUTTON || button == MIDDLE_BUTTON)) { +#ifdef STYLUS_BASED + int currstate = state->grid[y * state->w + x]; +#endif ui->dragging = TRUE; if (button == LEFT_BUTTON) { ui->drag = LEFT_DRAG; ui->release = LEFT_RELEASE; +#ifdef STYLUS_BASED + ui->state = (currstate + 2) % 3; /* FULL -> EMPTY -> UNKNOWN */ +#else ui->state = GRID_FULL; +#endif } else if (button == RIGHT_BUTTON) { ui->drag = RIGHT_DRAG; ui->release = RIGHT_RELEASE; +#ifdef STYLUS_BASED + ui->state = (currstate + 1) % 3; /* EMPTY -> FULL -> UNKNOWN */ +#else ui->state = GRID_EMPTY; +#endif } else /* if (button == MIDDLE_BUTTON) */ { ui->drag = MIDDLE_DRAG; ui->release = MIDDLE_RELEASE; @@ -807,6 +1095,7 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, ui->drag_start_x = ui->drag_end_x = x; ui->drag_start_y = ui->drag_end_y = y; + ui->cur_visible = 0; return ""; /* UI activity occurred */ } @@ -867,10 +1156,52 @@ static char *interpret_move(game_state *state, game_ui *ui, game_drawstate *ds, return ""; /* UI activity occurred */ } + if (IS_CURSOR_MOVE(button)) { + int x = ui->cur_x, y = ui->cur_y, newstate; + char buf[80]; + move_cursor(button, &ui->cur_x, &ui->cur_y, state->w, state->h, 0); + ui->cur_visible = 1; + if (!control && !shift) return ""; + + newstate = control ? shift ? GRID_UNKNOWN : GRID_FULL : GRID_EMPTY; + if (state->grid[y * state->w + x] == newstate && + state->grid[ui->cur_y * state->w + ui->cur_x] == newstate) + return ""; + + sprintf(buf, "%c%d,%d,%d,%d", control ? shift ? 'U' : 'F' : 'E', + min(x, ui->cur_x), min(y, ui->cur_y), + abs(x - ui->cur_x) + 1, abs(y - ui->cur_y) + 1); + return dupstr(buf); + } + + if (IS_CURSOR_SELECT(button)) { + int currstate = state->grid[ui->cur_y * state->w + ui->cur_x]; + int newstate; + char buf[80]; + + if (!ui->cur_visible) { + ui->cur_visible = 1; + return ""; + } + + if (button == CURSOR_SELECT2) + newstate = currstate == GRID_UNKNOWN ? GRID_EMPTY : + currstate == GRID_EMPTY ? GRID_FULL : GRID_UNKNOWN; + else + newstate = currstate == GRID_UNKNOWN ? GRID_FULL : + currstate == GRID_FULL ? GRID_EMPTY : GRID_UNKNOWN; + + sprintf(buf, "%c%d,%d,%d,%d", + (char)(newstate == GRID_FULL ? 'F' : + newstate == GRID_EMPTY ? 'E' : 'U'), + ui->cur_x, ui->cur_y, 1, 1); + return dupstr(buf); + } + return NULL; } -static game_state *execute_move(game_state *from, char *move) +static game_state *execute_move(const game_state *from, const char *move) { game_state *ret; int x1, x2, y1, y2, xx, yy; @@ -941,12 +1272,171 @@ static game_state *execute_move(game_state *from, char *move) return NULL; } +/* ---------------------------------------------------------------------- + * Error-checking during gameplay. + */ + +/* + * The difficulty in error-checking Pattern is to make the error check + * _weak_ enough. The most obvious way would be to check each row and + * column by calling (a modified form of) do_row() to recursively + * analyse the row contents against the clue set and see if the + * GRID_UNKNOWNs could be filled in in any way that would end up + * correct. However, this turns out to be such a strong error check as + * to constitute a spoiler in many situations: you make a typo while + * trying to fill in one row, and not only does the row light up to + * indicate an error, but several columns crossed by the move also + * light up and draw your attention to deductions you hadn't even + * noticed you could make. + * + * So instead I restrict error-checking to 'complete runs' within a + * row, by which I mean contiguous sequences of GRID_FULL bounded at + * both ends by either GRID_EMPTY or the ends of the row. We identify + * all the complete runs in a row, and verify that _those_ are + * consistent with the row's clue list. Sequences of complete runs + * separated by solid GRID_EMPTY are required to match contiguous + * sequences in the clue list, whereas if there's at least one + * GRID_UNKNOWN between any two complete runs then those two need not + * be contiguous in the clue list. + * + * To simplify the edge cases, I pretend that the clue list for the + * row is extended with a 0 at each end, and I also pretend that the + * grid data for the row is extended with a GRID_EMPTY and a + * zero-length run at each end. This permits the contiguity checker to + * handle the fiddly end effects (e.g. if the first contiguous + * sequence of complete runs in the grid matches _something_ in the + * clue list but not at the beginning, this is allowable iff there's a + * GRID_UNKNOWN before the first one) with minimal faff, since the end + * effects just drop out as special cases of the normal inter-run + * handling (in this code the above case is not 'at the end of the + * clue list' at all, but between the implicit initial zero run and + * the first nonzero one). + * + * We must also be a little careful about how we search for a + * contiguous sequence of runs. In the clue list (1 1 2 1 2 3), + * suppose we see a GRID_UNKNOWN and then a length-1 run. We search + * for 1 in the clue list and find it at the very beginning. But now + * suppose we find a length-2 run with no GRID_UNKNOWN before it. We + * can't naively look at the next clue from the 1 we found, because + * that'll be the second 1 and won't match. Instead, we must backtrack + * by observing that the 2 we've just found must be contiguous with + * the 1 we've already seen, so we search for the sequence (1 2) and + * find it starting at the second 1. Now if we see a 3, we must + * rethink again and search for (1 2 3). + */ + +struct errcheck_state { + /* + * rowdata and rowlen point at the clue data for this row in the + * game state. + */ + int *rowdata; + int rowlen; + /* + * rowpos indicates the lowest position where it would be valid to + * see our next run length. It might be equal to rowlen, + * indicating that the next run would have to be the terminating 0. + */ + int rowpos; + /* + * ncontig indicates how many runs we've seen in a contiguous + * block. This is taken into account when searching for the next + * run we find, unless ncontig is zeroed out first by encountering + * a GRID_UNKNOWN. + */ + int ncontig; +}; + +static int errcheck_found_run(struct errcheck_state *es, int r) +{ +/* Macro to handle the pretence that rowdata has a 0 at each end */ +#define ROWDATA(k) ((k)<0 || (k)>=es->rowlen ? 0 : es->rowdata[(k)]) + + /* + * See if we can find this new run length at a position where it + * also matches the last 'ncontig' runs we've seen. + */ + int i, newpos; + for (newpos = es->rowpos; newpos <= es->rowlen; newpos++) { + + if (ROWDATA(newpos) != r) + goto notfound; + + for (i = 1; i <= es->ncontig; i++) + if (ROWDATA(newpos - i) != ROWDATA(es->rowpos - i)) + goto notfound; + + es->rowpos = newpos+1; + es->ncontig++; + return TRUE; + + notfound:; + } + + return FALSE; + +#undef ROWDATA +} + +static int check_errors(const game_state *state, int i) +{ + int start, step, end, j; + int val, runlen; + struct errcheck_state aes, *es = &aes; + + es->rowlen = state->rowlen[i]; + es->rowdata = state->rowdata + state->rowsize * i; + /* Pretend that we've already encountered the initial zero run */ + es->ncontig = 1; + es->rowpos = 0; + + if (i < state->w) { + start = i; + step = state->w; + end = start + step * state->h; + } else { + start = (i - state->w) * state->w; + step = 1; + end = start + step * state->w; + } + + runlen = -1; + for (j = start - step; j <= end; j += step) { + if (j < start || j == end) + val = GRID_EMPTY; + else + val = state->grid[j]; + + if (val == GRID_UNKNOWN) { + runlen = -1; + es->ncontig = 0; + } else if (val == GRID_FULL) { + if (runlen >= 0) + runlen++; + } else if (val == GRID_EMPTY) { + if (runlen > 0) { + if (!errcheck_found_run(es, runlen)) + return TRUE; /* error! */ + } + runlen = 0; + } + } + + /* Signal end-of-row by sending errcheck_found_run the terminating + * zero run, which will be marked as contiguous with the previous + * run if and only if there hasn't been a GRID_UNKNOWN before. */ + if (!errcheck_found_run(es, 0)) + return TRUE; /* error at the last minute! */ + + return FALSE; /* no error */ +} + /* ---------------------------------------------------------------------- * Drawing routines. */ -static void game_compute_size(game_params *params, int tilesize, - int *x, int *y) +static void game_compute_size(const game_params *params, int tilesize, + int *x, int *y) { /* Ick: fake up `ds->tilesize' for macro expansion purposes */ struct { int tilesize; } ads, *ds = &ads; @@ -956,39 +1446,38 @@ static void game_compute_size(game_params *params, int tilesize, *y = SIZE(params->h); } -static void game_set_size(game_drawstate *ds, game_params *params, - int tilesize) +static void game_set_size(drawing *dr, game_drawstate *ds, + const game_params *params, int tilesize) { ds->tilesize = tilesize; } -static float *game_colours(frontend *fe, game_state *state, int *ncolours) +static float *game_colours(frontend *fe, int *ncolours) { float *ret = snewn(3 * NCOLOURS, float); + int i; frontend_default_colour(fe, &ret[COL_BACKGROUND * 3]); - ret[COL_GRID * 3 + 0] = 0.3F; - ret[COL_GRID * 3 + 1] = 0.3F; - ret[COL_GRID * 3 + 2] = 0.3F; - - ret[COL_UNKNOWN * 3 + 0] = 0.5F; - ret[COL_UNKNOWN * 3 + 1] = 0.5F; - ret[COL_UNKNOWN * 3 + 2] = 0.5F; - - ret[COL_FULL * 3 + 0] = 0.0F; - ret[COL_FULL * 3 + 1] = 0.0F; - ret[COL_FULL * 3 + 2] = 0.0F; - - ret[COL_EMPTY * 3 + 0] = 1.0F; - ret[COL_EMPTY * 3 + 1] = 1.0F; - ret[COL_EMPTY * 3 + 2] = 1.0F; + for (i = 0; i < 3; i++) { + ret[COL_GRID * 3 + i] = 0.3F; + ret[COL_UNKNOWN * 3 + i] = 0.5F; + ret[COL_TEXT * 3 + i] = 0.0F; + ret[COL_FULL * 3 + i] = 0.0F; + ret[COL_EMPTY * 3 + i] = 1.0F; + } + ret[COL_CURSOR * 3 + 0] = 1.0F; + ret[COL_CURSOR * 3 + 1] = 0.25F; + ret[COL_CURSOR * 3 + 2] = 0.25F; + ret[COL_ERROR * 3 + 0] = 1.0F; + ret[COL_ERROR * 3 + 1] = 0.0F; + ret[COL_ERROR * 3 + 2] = 0.0F; *ncolours = NCOLOURS; return ret; } -static game_drawstate *game_new_drawstate(game_state *state) +static game_drawstate *game_new_drawstate(drawing *dr, const game_state *state) { struct game_drawstate *ds = snew(struct game_drawstate); @@ -998,22 +1487,25 @@ static game_drawstate *game_new_drawstate(game_state *state) ds->visible = snewn(ds->w * ds->h, unsigned char); ds->tilesize = 0; /* not decided yet */ memset(ds->visible, 255, ds->w * ds->h); + ds->numcolours = snewn(ds->w + ds->h, unsigned char); + memset(ds->numcolours, 255, ds->w + ds->h); + ds->cur_x = ds->cur_y = 0; return ds; } -static void game_free_drawstate(game_drawstate *ds) +static void game_free_drawstate(drawing *dr, game_drawstate *ds) { sfree(ds->visible); sfree(ds); } -static void grid_square(frontend *fe, game_drawstate *ds, - int y, int x, int state) +static void grid_square(drawing *dr, game_drawstate *ds, + int y, int x, int state, int cur) { - int xl, xr, yt, yb; + int xl, xr, yt, yb, dx, dy, dw, dh; - draw_rect(fe, TOCOORD(ds->w, x), TOCOORD(ds->h, y), + draw_rect(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y), TILE_SIZE, TILE_SIZE, COL_GRID); xl = (x % 5 == 0 ? 1 : 0); @@ -1021,21 +1513,94 @@ static void grid_square(frontend *fe, game_drawstate *ds, xr = (x % 5 == 4 || x == ds->w-1 ? 1 : 0); yb = (y % 5 == 4 || y == ds->h-1 ? 1 : 0); - draw_rect(fe, TOCOORD(ds->w, x) + 1 + xl, TOCOORD(ds->h, y) + 1 + yt, - TILE_SIZE - xl - xr - 1, TILE_SIZE - yt - yb - 1, + dx = TOCOORD(ds->w, x) + 1 + xl; + dy = TOCOORD(ds->h, y) + 1 + yt; + dw = TILE_SIZE - xl - xr - 1; + dh = TILE_SIZE - yt - yb - 1; + + draw_rect(dr, dx, dy, dw, dh, (state == GRID_FULL ? COL_FULL : state == GRID_EMPTY ? COL_EMPTY : COL_UNKNOWN)); + if (cur) { + draw_rect_outline(dr, dx, dy, dw, dh, COL_CURSOR); + draw_rect_outline(dr, dx+1, dy+1, dw-2, dh-2, COL_CURSOR); + } - draw_update(fe, TOCOORD(ds->w, x), TOCOORD(ds->h, y), + draw_update(dr, TOCOORD(ds->w, x), TOCOORD(ds->h, y), TILE_SIZE, TILE_SIZE); } -static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, - game_state *state, int dir, game_ui *ui, +/* + * Draw the numbers for a single row or column. + */ +static void draw_numbers(drawing *dr, game_drawstate *ds, + const game_state *state, int i, int erase, int colour) +{ + int rowlen = state->rowlen[i]; + int *rowdata = state->rowdata + state->rowsize * i; + int nfit; + int j; + + if (erase) { + if (i < state->w) { + draw_rect(dr, TOCOORD(state->w, i), 0, + TILE_SIZE, BORDER + TLBORDER(state->h) * TILE_SIZE, + COL_BACKGROUND); + } else { + draw_rect(dr, 0, TOCOORD(state->h, i - state->w), + BORDER + TLBORDER(state->w) * TILE_SIZE, TILE_SIZE, + COL_BACKGROUND); + } + } + + /* + * Normally I space the numbers out by the same distance as the + * tile size. However, if there are more numbers than available + * spaces, I have to squash them up a bit. + */ + if (i < state->w) + nfit = TLBORDER(state->h); + else + nfit = TLBORDER(state->w); + nfit = max(rowlen, nfit) - 1; + assert(nfit > 0); + + for (j = 0; j < rowlen; j++) { + int x, y; + char str[80]; + + if (i < state->w) { + x = TOCOORD(state->w, i); + y = BORDER + TILE_SIZE * (TLBORDER(state->h)-1); + y -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->h)-1) / nfit; + } else { + y = TOCOORD(state->h, i - state->w); + x = BORDER + TILE_SIZE * (TLBORDER(state->w)-1); + x -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(state->w)-1) / nfit; + } + + sprintf(str, "%d", rowdata[j]); + draw_text(dr, x+TILE_SIZE/2, y+TILE_SIZE/2, FONT_VARIABLE, + TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, colour, str); + } + + if (i < state->w) { + draw_update(dr, TOCOORD(state->w, i), 0, + TILE_SIZE, BORDER + TLBORDER(state->h) * TILE_SIZE); + } else { + draw_update(dr, 0, TOCOORD(state->h, i - state->w), + BORDER + TLBORDER(state->w) * TILE_SIZE, TILE_SIZE); + } +} + +static void game_redraw(drawing *dr, game_drawstate *ds, + const game_state *oldstate, const game_state *state, + int dir, const game_ui *ui, float animtime, float flashtime) { int i, j; int x1, x2, y1, y2; + int cx, cy, cmoved; if (!ds->started) { /* @@ -1044,56 +1609,18 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, * all games should start by drawing a big background- * colour rectangle covering the whole window. */ - draw_rect(fe, 0, 0, SIZE(ds->w), SIZE(ds->h), COL_BACKGROUND); - - /* - * Draw the numbers. - */ - for (i = 0; i < ds->w + ds->h; i++) { - int rowlen = state->rowlen[i]; - int *rowdata = state->rowdata + state->rowsize * i; - int nfit; - - /* - * Normally I space the numbers out by the same - * distance as the tile size. However, if there are - * more numbers than available spaces, I have to squash - * them up a bit. - */ - nfit = max(rowlen, TLBORDER(ds->h))-1; - assert(nfit > 0); - - for (j = 0; j < rowlen; j++) { - int x, y; - char str[80]; - - if (i < ds->w) { - x = TOCOORD(ds->w, i); - y = BORDER + TILE_SIZE * (TLBORDER(ds->h)-1); - y -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(ds->h)-1) / nfit; - } else { - y = TOCOORD(ds->h, i - ds->w); - x = BORDER + TILE_SIZE * (TLBORDER(ds->w)-1); - x -= ((rowlen-j-1)*TILE_SIZE) * (TLBORDER(ds->h)-1) / nfit; - } - - sprintf(str, "%d", rowdata[j]); - draw_text(fe, x+TILE_SIZE/2, y+TILE_SIZE/2, FONT_VARIABLE, - TILE_SIZE/2, ALIGN_HCENTRE | ALIGN_VCENTRE, - COL_FULL, str); /* FIXME: COL_TEXT */ - } - } + draw_rect(dr, 0, 0, SIZE(ds->w), SIZE(ds->h), COL_BACKGROUND); /* * Draw the grid outline. */ - draw_rect(fe, TOCOORD(ds->w, 0) - 1, TOCOORD(ds->h, 0) - 1, + draw_rect(dr, TOCOORD(ds->w, 0) - 1, TOCOORD(ds->h, 0) - 1, ds->w * TILE_SIZE + 3, ds->h * TILE_SIZE + 3, COL_GRID); ds->started = TRUE; - draw_update(fe, 0, 0, SIZE(ds->w), SIZE(ds->h)); + draw_update(dr, 0, 0, SIZE(ds->w), SIZE(ds->h)); } if (ui->dragging) { @@ -1105,13 +1632,20 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, x1 = x2 = y1 = y2 = -1; /* placate gcc warnings */ } + if (ui->cur_visible) { + cx = ui->cur_x; cy = ui->cur_y; + } else { + cx = cy = -1; + } + cmoved = (cx != ds->cur_x || cy != ds->cur_y); + /* * Now draw any grid squares which have changed since last * redraw. */ for (i = 0; i < ds->h; i++) { for (j = 0; j < ds->w; j++) { - int val; + int val, cc = 0; /* * Work out what state this square should be drawn in, @@ -1122,6 +1656,13 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, else val = state->grid[i * state->w + j]; + if (cmoved) { + /* the cursor has moved; if we were the old or + * the new cursor position we need to redraw. */ + if (j == cx && i == cy) cc = 1; + if (j == ds->cur_x && i == ds->cur_y) cc = 1; + } + /* * Briefly invert everything twice during a completion * flash. @@ -1131,22 +1672,36 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate, val != GRID_UNKNOWN) val = (GRID_FULL ^ GRID_EMPTY) ^ val; - if (ds->visible[i * ds->w + j] != val) { - grid_square(fe, ds, i, j, val); + if (ds->visible[i * ds->w + j] != val || cc) { + grid_square(dr, ds, i, j, val, + (j == cx && i == cy)); ds->visible[i * ds->w + j] = val; } } } + ds->cur_x = cx; ds->cur_y = cy; + + /* + * Redraw any numbers which have changed their colour due to error + * indication. + */ + for (i = 0; i < state->w + state->h; i++) { + int colour = check_errors(state, i) ? COL_ERROR : COL_TEXT; + if (ds->numcolours[i] != colour) { + draw_numbers(dr, ds, state, i, TRUE, colour); + ds->numcolours[i] = colour; + } + } } -static float game_anim_length(game_state *oldstate, - game_state *newstate, int dir, game_ui *ui) +static float game_anim_length(const game_state *oldstate, + const game_state *newstate, int dir, game_ui *ui) { return 0.0F; } -static float game_flash_length(game_state *oldstate, - game_state *newstate, int dir, game_ui *ui) +static float game_flash_length(const game_state *oldstate, + const game_state *newstate, int dir, game_ui *ui) { if (!oldstate->completed && newstate->completed && !oldstate->cheated && !newstate->cheated) @@ -1154,22 +1709,87 @@ static float game_flash_length(game_state *oldstate, return 0.0F; } -static int game_wants_statusbar(void) +static int game_status(const game_state *state) { - return FALSE; + return state->completed ? +1 : 0; } -static int game_timing_state(game_state *state, game_ui *ui) +static int game_timing_state(const game_state *state, game_ui *ui) { return TRUE; } +static void game_print_size(const game_params *params, float *x, float *y) +{ + int pw, ph; + + /* + * I'll use 5mm squares by default. + */ + game_compute_size(params, 500, &pw, &ph); + *x = pw / 100.0F; + *y = ph / 100.0F; +} + +static void game_print(drawing *dr, const game_state *state, int tilesize) +{ + int w = state->w, h = state->h; + int ink = print_mono_colour(dr, 0); + int x, y, i; + + /* Ick: fake up `ds->tilesize' for macro expansion purposes */ + game_drawstate ads, *ds = &ads; + game_set_size(dr, ds, NULL, tilesize); + + /* + * Border. + */ + print_line_width(dr, TILE_SIZE / 16); + draw_rect_outline(dr, TOCOORD(w, 0), TOCOORD(h, 0), + w*TILE_SIZE, h*TILE_SIZE, ink); + + /* + * Grid. + */ + for (x = 1; x < w; x++) { + print_line_width(dr, TILE_SIZE / (x % 5 ? 128 : 24)); + draw_line(dr, TOCOORD(w, x), TOCOORD(h, 0), + TOCOORD(w, x), TOCOORD(h, h), ink); + } + for (y = 1; y < h; y++) { + print_line_width(dr, TILE_SIZE / (y % 5 ? 128 : 24)); + draw_line(dr, TOCOORD(w, 0), TOCOORD(h, y), + TOCOORD(w, w), TOCOORD(h, y), ink); + } + + /* + * Clues. + */ + for (i = 0; i < state->w + state->h; i++) + draw_numbers(dr, ds, state, i, FALSE, ink); + + /* + * Solution. + */ + print_line_width(dr, TILE_SIZE / 128); + for (y = 0; y < h; y++) + for (x = 0; x < w; x++) { + if (state->grid[y*w+x] == GRID_FULL) + draw_rect(dr, TOCOORD(w, x), TOCOORD(h, y), + TILE_SIZE, TILE_SIZE, ink); + else if (state->grid[y*w+x] == GRID_EMPTY) + draw_circle(dr, TOCOORD(w, x) + TILE_SIZE/2, + TOCOORD(h, y) + TILE_SIZE/2, + TILE_SIZE/12, ink, ink); + } +} + #ifdef COMBINED #define thegame pattern #endif const struct game thegame = { - "Pattern", "games.pattern", + "Pattern", "games.pattern", "pattern", default_params, game_fetch_preset, decode_params, @@ -1184,7 +1804,7 @@ const struct game thegame = { dup_game, free_game, TRUE, solve_game, - FALSE, game_text_format, + TRUE, game_can_format_as_text_now, game_text_format, new_ui, free_ui, encode_ui, @@ -1199,46 +1819,15 @@ const struct game thegame = { game_redraw, game_anim_length, game_flash_length, - game_wants_statusbar, + game_status, + TRUE, FALSE, game_print_size, game_print, + FALSE, /* wants_statusbar */ FALSE, game_timing_state, - 0, /* mouse_priorities */ + REQUIRE_RBUTTON, /* flags */ }; #ifdef STANDALONE_SOLVER -/* - * gcc -DSTANDALONE_SOLVER -o patternsolver pattern.c malloc.c - */ - -#include - -void frontend_default_colour(frontend *fe, float *output) {} -void draw_text(frontend *fe, int x, int y, int fonttype, int fontsize, - int align, int colour, char *text) {} -void draw_rect(frontend *fe, int x, int y, int w, int h, int colour) {} -void draw_line(frontend *fe, int x1, int y1, int x2, int y2, int colour) {} -void clip(frontend *fe, int x, int y, int w, int h) {} -void unclip(frontend *fe) {} -void start_draw(frontend *fe) {} -void draw_update(frontend *fe, int x, int y, int w, int h) {} -void end_draw(frontend *fe) {} -unsigned long random_upto(random_state *state, unsigned long limit) -{ assert(!"Shouldn't get randomness"); return 0; } - -void fatal(char *fmt, ...) -{ - va_list ap; - - fprintf(stderr, "fatal error: "); - - va_start(ap, fmt); - vfprintf(stderr, fmt, ap); - va_end(ap); - - fprintf(stderr, "\n"); - exit(1); -} - int main(int argc, char **argv) { game_params *p; @@ -1248,8 +1837,12 @@ int main(int argc, char **argv) while (--argc > 0) { char *p = *++argv; if (*p == '-') { - fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p); - return 1; + if (!strcmp(p, "-v")) { + verbose = TRUE; + } else { + fprintf(stderr, "%s: unrecognised option `%s'\n", argv[0], p); + return 1; + } } else { id = p; } @@ -1277,33 +1870,36 @@ int main(int argc, char **argv) s = new_game(NULL, p, desc); { - int w = p->w, h = p->h, i, j, done_any, max; + int w = p->w, h = p->h, i, j, max, cluewid = 0; unsigned char *matrix, *workspace; + unsigned int *changed_h, *changed_w; int *rowdata; matrix = snewn(w*h, unsigned char); max = max(w, h); - workspace = snewn(max*3, unsigned char); + workspace = snewn(max*7, unsigned char); + changed_h = snewn(max+1, unsigned int); + changed_w = snewn(max+1, unsigned int); rowdata = snewn(max+1, int); - memset(matrix, 0, w*h); + if (verbose) { + int thiswid; + /* + * Work out the maximum text width of the clue numbers + * in a row or column, so we can print the solver's + * working in a nicely lined up way. + */ + for (i = 0; i < (w+h); i++) { + char buf[80]; + for (thiswid = -1, j = 0; j < s->rowlen[i]; j++) + thiswid += sprintf(buf, " %d", s->rowdata[s->rowsize*i+j]); + if (cluewid < thiswid) + cluewid = thiswid; + } + } - do { - done_any = 0; - for (i=0; irowdata + s->rowsize*(w+i), - max*sizeof(int)); - rowdata[s->rowlen[w+i]] = 0; - done_any |= do_row(workspace, workspace+max, workspace+2*max, - matrix+i*w, w, 1, rowdata); - } - for (i=0; irowdata + s->rowsize*i, max*sizeof(int)); - rowdata[s->rowlen[i]] = 0; - done_any |= do_row(workspace, workspace+max, workspace+2*max, - matrix+i, h, w, rowdata); - } - } while (done_any); + solve_puzzle(s, NULL, w, h, matrix, workspace, + changed_h, changed_w, rowdata, cluewid); for (i = 0; i < h; i++) { for (j = 0; j < w; j++) { @@ -1321,3 +1917,5 @@ int main(int argc, char **argv) } #endif + +/* vim: set shiftwidth=4 tabstop=8: */